.TH "StateMachine" 3 "Fri Dec 13 2013" "GameEngine" \" -*- nroff -*-
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.SH NAME
StateMachine \- 
.SH SYNOPSIS
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.PP
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\fC#include <StateMachine\&.h>\fP
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Inherited by \fBMainState\fP\fC [virtual]\fP\&.
.SS "Public Member Functions"

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.RI "\fBStateMachine\fP (void)"
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.RI "virtual \fB~StateMachine\fP (void)"
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.RI "virtual void \fBrenderGame\fP (float interpolation)=0"
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.RI "virtual void \fBupdateGame\fP (int timer)=0"
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.RI "virtual void \fBhandleInput\fP (GLFWwindow *window)=0"
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.RI "virtual long \fBstateChanger\fP ()=0"
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.RI "virtual long \fBgetKeyCode\fP ()=0"
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.RI "virtual void \fBreInit\fP ()=0"
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.RI "virtual void \fBinit\fP ()=0"
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.SH "Detailed Description"
.PP 
Definition at line 14 of file StateMachine\&.h\&.
.SH "Constructor & Destructor Documentation"
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.SS "StateMachine::StateMachine (void)"

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Definition at line 10 of file StateMachine\&.cpp\&.
.SS "StateMachine::~StateMachine (void)\fC [virtual]\fP"

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Definition at line 15 of file StateMachine\&.cpp\&.
.SH "Member Function Documentation"
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.SS "virtual long StateMachine::getKeyCode ()\fC [pure virtual]\fP"

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Implemented in \fBMainState\fP\&.
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Referenced by MainFrame::update(), and Gameloop::update()\&.
.SS "virtual void StateMachine::handleInput (GLFWwindow *window)\fC [pure virtual]\fP"

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Implemented in \fBMainState\fP\&.
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Referenced by MainFrame::handleInput(), and Gameloop::handleInput()\&.
.SS "virtual void StateMachine::init ()\fC [pure virtual]\fP"

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Implemented in \fBMainState\fP\&.
.SS "virtual void StateMachine::reInit ()\fC [pure virtual]\fP"

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Implemented in \fBMainState\fP\&.
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Referenced by StateManager::callStates()\&.
.SS "virtual void StateMachine::renderGame (floatinterpolation)\fC [pure virtual]\fP"

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Implemented in \fBMainState\fP\&.
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Referenced by MainFrame::render(), and Gameloop::render()\&.
.SS "virtual long StateMachine::stateChanger ()\fC [pure virtual]\fP"

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Implemented in \fBMainState\fP\&.
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Referenced by MainFrame::update(), and Gameloop::update()\&.
.SS "virtual void StateMachine::updateGame (inttimer)\fC [pure virtual]\fP"

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Implemented in \fBMainState\fP\&.
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Referenced by MainFrame::update(), and Gameloop::update()\&.

.SH "Author"
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Generated automatically by Doxygen for GameEngine from the source code\&.
